@steffire3 sorry but that's a pass.
Pets were never meant to be a primary focus of the game, not to mention majority of players will choose either vanilla, or some large-scale conversions like Synergies, or one of those popular compilations.
Balancing should always be attempted with the above in mind and, considering the gap between vanilla and Syn/other overhauls, it's borderline impossible. Pets will be stupidly OP in vanilla and still borderline useless in Syn/etc. Not to mention revolving entire sets around what is basically a mobile aggro beacon feels rather impractical, especially if there are no universal benefits other than the off-chance someone actually uses pets for something other than secondary inventory.
The main point of EEC was to benefit the player without sacrificing balance. I deliberately chose numbers/affixes/stats/etc that struck a balance between survivability [Syn] and comfort [vanilla], all the while not favouring a specific class or playstyle.
Reliance on pets/summons is a playstyle and if I were to start catering to specific playstyles/classes, that would defeat the primary point of EEC in its entirety.
As for comfy mode vs hard mode, that's the main reason there are 4 stages of armour. If players feel comfortable enough taking hits without dying instantly, they'll settle for Stage 1/2, otherwise they will craft the highest stage for higher difficulties and/or higher difficulty mods.
The mod itself also addressed the main gripe a lot of people may have had, the same gripe I've had with vanilla's lackluster sets, and Synergies' over-the-top "endgame" armours that forced players to jump through ridiculous hurdles.
And lastly, going back to your sets. All of what you're listing is easily made redundant by Skull of Umbarmum [+35% pet/minion dmg], Skull of Quato [+64 to all elemental armour], and then some, all without arbitrary restrictions of 4 different armour sets.
And if that isn't enough, there already exist properly fleshed-out mods that add more socketables of different varieties, all with different bonuses and drawbacks.
I'm not being lazy, I'm not backpedalling, making excuses, or calling your ideas useless. No. All I'm saying is that a stock, unmodded game already has the means to rely on pets and summons without requiring mods like EEC, which in itself exists to address a lack of versatile player armour for endgame chars.
And before you say anything - T3 of EEC armour needs 5 pieces to grant 100% chance of burn/shock/poison/freeze for 5 seconds, while T3 belt gives you 1790 physical damage over 5 seconds. All of those are from the armour itself, meaning they're added to every attack, irrespective of weapon stats.
@Phanjam I have no software to deal with 3D models, nor do I have time to get it and learn how to use it.
Pretty sure Anarch or Kvazimoda could make better use of those assets.